how to find unity 3d models? - unity3d

For learning purposes, I'm trying to make a 3d version out of Arkanoid, and it's basically like the pic below. Unfortunately, I'm stuck with the different bat shapes.
The way we did it in 2D was simple:
Make a different picture in Gimp
edit the polygon collider2D so that it fits
But since it's a 3D remade version I'm doing, I have to get some special 3D models, which are meant to:
the surface facing the screen should have interesting shapes
Every point of the sides should be a straight line towards the bottom.
What is the best way to get it?
Online assets? If so , can you show me some search key words to search for it?
Learn Maya? Is it hard to learn?
(^^(*&())
Game screenshot

There are just too many websites for online purchase of unity assets. So you need to search for yourself. here are the keywords which work best for unity assets:
For 2D assets: Sprite | Transparent PNG
For 2D animations: Spritesheet
For 3D assets: 3D Model | 3D Unity Asset
For 3D animated models: 3D Model With Unity Animation | 3D Model With mecanim
This link has many websites:
http://answers.unity3d.com/questions/16650/game-asset-website-list-free-and-paid-textures-mod.html
This asset provides many animations:
https://www.assetstore.unity3d.com/en/#!/content/6444
Sometimes searching for a complete project or a full pack is a good idea. E.g. Animals Pack Unity or Unity Military Pack

Related

How to outline (silhouette) 3D model in URP?

Good weekend everyone, I'm looking for some tutorial/script how to make 3D object outline with original image texture (eg. stick with wood texture). I would like to when the raycast hits the object (I'm able to detect with object is raycast hitted), the object will be outlined/glowed.
I tryed many tutorials on youtube, finding shaders script, etc, but I'm using URP Unity 2020 and some shaders is not working - only pink material, or works different. Emitter material is not good too, because there is no original texture. I'm stuck on this for few days. I'm a newbie in the Unity community.
Thank you very much for your help. :)
Outline shaders are difficult to make. I use this free asset I found in the Unity Asset store for all my games if you are looking for an easy fix.
https://assetstore.unity.com/packages/tools/particles-effects/quick-outline-115488

AR Foundation face mesh for creating custom assets

I'm looking for either a 3D model or an image file over which I can apply my own custom graphical elements, such as eyeliner or lipstick.
In the ARCore docs, the solution to this issue is very well described. You can get either an FBX file or a PSD template, over which you place your own elements.
From what I can tell, the principle of ARCore and ARKit are very much the same - there's a standard face mesh which gets contorted to the shape of a detected face, however, I'm unable to find any such materials using Google.
Just use the same face model and use slightly larger copies of it for the makeup. No one is going to get close enough to see how thick its caked on, because all the polys would start disappearing anyway...

unity 5.6.0b7 vr stereoscopic panorama + 3d objects

I have 2 textures to create stereoscopic panorama on VR and i want to make a 360ยบ experience. In order to achieve this I need to show one texture at the left side (VR-LeftEye) and the other at the right side (VR-RightEye). Additionally i have to show 3D models in front of the panorama to interact with them.
Im using cardboard GoogleVR v1.20 with Unity 5.6.0b7. I have no problem with changing any version.
After several researches i got few possible solutions but i dont know how to implement them at 100%:
2 spheres (with the faces inside) with 1 camera at the center of the spheres and cull the left on the right side and viceversa. I don know how to cull in different ways per side because only one camera is needed to make stereo in 5.6.
2 textures in the same sphere material and the shader should select the needed texture according to the rendering side. I dont know how to know what is the rendering side in the shader code.
2 spheres, 2 cameras.This is the most artisan way and i have some issues displaying the 3d objects and i got double rotation speed.
Any tips or solutions are welcome.
EDIT:
Im looking for a solution on Unity 5.6.0 because it just implemented a feature that make 2 projections with a distance between them simulating both eyes.
I'm not familiar with VR in unity, but 3rd option sounds better because of the additional 3D models in front of the panorama.
Furthermore, since the eyes are in the center of the spheres in this implementation, moving 3D objects in front of the cameras might be tricky.

How to draw images on Terrain in unity

I am working on game in unity in which i need some images to be placed on terrain as in the attached image yellow arrows and "P in blue circle" are rendered on surface in unity.
Any idea or method will be appreciated.
There's no built-in support for decals in Unity. You could just create separate gameObjects with transparent texture and place them above the terrain here, or use one of several packages for decals in Unity Asset Store, like this one. (I have only briefly tried it and can't say anything about it's quality).
I know it's an old topic - but for those who are still not satisfied:
I would recommend using Easy Decal.
It's a very powerful decal projector. It's easy to use and you can stick decals also on uneven surfaces like bumpy terrains.
You could try putting a plane with the texture aligned with the surface normal slightly above the surface. Or you could try an extension that does decals for you. This is what i found:
Decal System for Unity3D
As previously mentioned Easy decal is a good choice. It's easy to use, has extensive fuctionalities and you'll get a lot for your money. But if you need skinned decals there's no way around Decal System Pro by Edelweiss interactive. It's more expensive, but beside the skinned mesh support it also supports texture atlases which saves you draw calls.

Texturing troble on imported, tile based map on Unity

I'm trying to develop a rogue-like game in unity. Because of this, I need a tile-based map.
Thanks to this tutorial, I've created a 9x9 square tiled map easily.
http://classes.design.ucla.edu/Winter11/157B/wp-content/uploads/2011/01/BoardGameTutorialPart31.pdf
For "too long, didn't read" guys, I basically did those steps;
I draw a 2D 9x9 square tile based map with Adobe Illustrator and saved it as Illustrator 8 file.
I imported that AI file to Autodesk Maya and used Mesh->Seperate tool on it. After that, I unparented all of the tiles and ta-da I've created a 3D tile based map.
I exported .FBX file to my unity projects Assets folder
I draged .FBX file from my Assets folder and dropped to my scene. Done.
Now, my problem is, I want to apply a texture on a single tile. Nevertheless, whenever I try to apply a texture to any tile, it behaves like I'm only taking 1 / 81 of the texture (remember, it's a 9x9 map) and applied only that part of the texture to the related tile.
I'm uploading a screenshot for a better understanding.
I've googled my problem and according to my findings, it's happening because I didn't do any UV Mapping. Well, the thing is I have no idea how to do it (this is going to be my first game and I'm a super-duper newbie to 3D modelling). Only examples on the web are about general UV Mapping (how to map a cube or some other generic shapes) I have no idea about how to do UV mapping to a tile based map with Maya.
Actually, even I don't know it's an UV mapping problem or not. I'm so stucked. Please help me.
Thanks in advance!
I solved my problem.
I just set X = 9 and Y = 9 under the Tile attribute for every tile. Now it looks perfect!
Thank you anyway!